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Farsight Studios
Pinball Arcade Tables
Williams Tables - Retired Tables
Funhouse (1990)
Funhouse. 464m. Ball one. No balls inplay or by plunger. Call attendant not working.
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<blockquote data-quote="Zaphod77" data-source="post: 94447" data-attributes="member: 2101"><p>in that case, there should be virtual switches in the lock area that while aren't checked by the rom, they ARE checked by the physics engine.</p><p></p><p>If the game somehow misses a lock, a ball search should eventually release something from it, because it thinks the lock should be empty.</p><p></p><p>If all balls are accounted for, yet the software doesn't seem to see a ball, then the engine can probably fix things by tripping the lock entrance switch.</p><p></p><p>In any case the physics engine should be able to account for all balls, and virtual switches should be added (even when a physical one is impossible) to help it do so.</p><p></p><p>If a ball is not accounted for, we can assume it's lost, destroy it and place it in the plunger lane. If it is, we have to conclude the emulation engine missed a switch. Note the in many premiere tables there's only one trough switch, which trips when ALL balls have drained. SO when a ball is locked, it's conceivable a drain could be missed. Pretty much all other tables use at least one trough switch per ball so it's never an issue. In this case if a lock switch was missed. call attendant can have a feature to trip it, which should unconfuse the game.</p><p></p><p>Also, i just checked the twilight zone manual. there ARE switches for the lock. perhaps you meant the gumball machine, which does only check balls in and out, as well as detecting the action of dispensing a ball. Honestly this is not that difficult. There's only so many ways emulation can lose track, just need a bit of ingenuity. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Zaphod77, post: 94447, member: 2101"] in that case, there should be virtual switches in the lock area that while aren't checked by the rom, they ARE checked by the physics engine. If the game somehow misses a lock, a ball search should eventually release something from it, because it thinks the lock should be empty. If all balls are accounted for, yet the software doesn't seem to see a ball, then the engine can probably fix things by tripping the lock entrance switch. In any case the physics engine should be able to account for all balls, and virtual switches should be added (even when a physical one is impossible) to help it do so. If a ball is not accounted for, we can assume it's lost, destroy it and place it in the plunger lane. If it is, we have to conclude the emulation engine missed a switch. Note the in many premiere tables there's only one trough switch, which trips when ALL balls have drained. SO when a ball is locked, it's conceivable a drain could be missed. Pretty much all other tables use at least one trough switch per ball so it's never an issue. In this case if a lock switch was missed. call attendant can have a feature to trip it, which should unconfuse the game. Also, i just checked the twilight zone manual. there ARE switches for the lock. perhaps you meant the gumball machine, which does only check balls in and out, as well as detecting the action of dispensing a ball. Honestly this is not that difficult. There's only so many ways emulation can lose track, just need a bit of ingenuity. :) [/QUOTE]
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Farsight Studios
Pinball Arcade Tables
Williams Tables - Retired Tables
Funhouse (1990)
Funhouse. 464m. Ball one. No balls inplay or by plunger. Call attendant not working.
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